digitalsoapbox's Recent Forum Activity

  • digitalsoapbox

    That's probably it exactly. At preview each image is seperate and after export the images are packed with one pixel outlines so they don't bleed into each other. You could try point sampling if it doesn't affect the look too much.

    You could undo the packing by loading the frames manually at runtime. Maybe also replace the packed images with a tiny image so it doesn't affect the VRAM usage.

    I'll have to look into that. I guess I need to set the animation, then set the frame, then load from URL? And every instance of a sprite should be using the same images, correct?

  • digitalsoapbox

    It's probably related to sampling. Maybe making the lower resolution a multiple of the higher one may help? Like if the higher res is 100x100 make the lower one 50x50 or something?

    It seems to be related to export "optimizations" C2 does. The seams don't show in preview. I really wish there were a way to turn some of that stuff off, it's not useful for desktop games.

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  • R0J0hound

    I'm noticing a little glitch when pasting to a lower resolution texture - seams appearing between objects.

    These seams don't appear when the resolution of the Paster object is higher, and there's no space between the objects. I could've sworn they weren't appearing before. Any ideas?

  • ThePhotons Will an update to the C2 SDK which includes the new regions be released soon?

  • digitalsoapbox

    Ok .. percent instead of float in xml file ;

    http://gigatron3k.free.fr/html5/C2/FX/opacity.rar

    Thanks. Is Opacity from 0 to 1 or 0-100? The default value is 1 but in your example .capx it's set to 100, so I just want to make sure.

    >

    > > i wish the new C3 will have a really neat looking UI, like an adobe software

    > >

    >

    > This. The UI in C2 works great, but doesn't look that great...

    >

    Who cares if it looks great. It is clean, understandable, simple, and easy to follow. That is all of their design goals.

    If it didn't make a difference, Adobe wouldn't have spent millions to entirely rework their UI style across their entire product line.

  • > Gigatron

    >

    > Just noticed it seems to be ignoring the sprite's alpha channel - try your demo against a blue background.

    >

    I forgot something sure , alpha channel ... but try to download again please ...

    Seems to be okay now. Will play with it a bit more. Can you make the tint use a range of 0-100 like the standard tint effect, rather than 0-1?

  • why not just use a canvas shader? so we dont have to apply the fx from C2? having it inside directly.

    those extra characters look interesting the little heart, that type of extra stuff wold be actually awesome to have.

    image results of using Adjust HSL FX

    The issue is having multiple colors/font weights in the same text run, which sprite fonts don't currently support. Ashley mentioned a markup language to achieve this, and as an example Unity uses a system mostly similar to HTML and I've found it to be a good solution. It has an option to generate a separate texture atlas for every required font weight, and handles them in a way comparable to having multiple animation frames in C2 - a list of assigned images, basically. It'd be nice to see a similar system in C2 and would open up a lot of interesting possibilities with fonts, even if for the time being we have to generate each texture atlas outside of C2.

  • This is outstanding, I'm a fan of these kind of visual additions in games and I'm definitely looking forward to the further progress!

    That might be a stupid question and a bit offtopic but.. how do you get the grenade to rotate in the way that pixels don't "change" their angle? Like it doesn't rotate smoothly as it normally does in C2 but instead it rotates like it would be rotated in Photoshop or other softwares. That's how I want to rotate my objects in my project I am working on but I thought it's impossible in C2.

    It's running in low res, 640x360, and the Sampling is set to Point. Nothing fancy going on, it's just a sprite with a bullet behavior.

  • C2 games already run great on Xbox One. I ran a few already for testing. The only holdup is Xbox Live.

    Ashley

    That's quite a hold up. Can anything be done to get things moving in this direction? When it last came up I think you posted something about waiting for info from Microsoft?

    There's also some questions as to what KIND of C2 games can run on XB1. Seems anything that pushes the engine graphically doesn't run very well at all. Either way, we can't release on XB1 until support is finished, so...

  • Gigatron

    Just noticed it seems to be ignoring the sprite's alpha channel - try your demo against a blue background.

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digitalsoapbox

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